#pragma once
#ifndef TEXTURE_H
#define TEXTURE_H
#include<string>
#include <vector>

#include<glad/glad.h>
#include"stb_image.h"

class Texture {//only 2D
public:
	unsigned int ID;
	GLenum Type;
	Texture(GLenum type, const std::string& dataPath);//ctor
	Texture(std::vector<std::string> faces);//ctor
	void init(GLenum type, const std::string& dataPath);//initilize
	void wrap(GLenum sWrap, GLenum tWrap);//wrapping only 2D, "s axis wrapping pattern, t axis wrapping pattern"
	void filter(GLenum mFilter, GLenum MFilter);//filtering, "minify filtering pattern, magnify filtering pattern"
private:
	unsigned int loadCubemap(std::vector<std::string> faces);
};

// Texture2D is able to store and configure a texture in OpenGL.
// It also hosts utility functions for easy management.
class Texture2D
{
public:
	// holds the ID of the texture object, used for all texture operations to reference to this particlar texture
	unsigned int ID;
	// texture image dimensions
	unsigned int Width, Height; // width and height of loaded image in pixels
	// texture Format
	unsigned int Internal_Format; // format of texture object
	unsigned int Image_Format; // format of loaded image
	// texture configuration
	unsigned int Wrap_S; // wrapping mode on S axis
	unsigned int Wrap_T; // wrapping mode on T axis
	unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
	unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
	// constructor (sets default texture modes)
	Texture2D();
	// generates texture from image data
	void Generate(unsigned int width, unsigned int height, unsigned char* data);
	// binds the texture as the current active GL_TEXTURE_2D texture object
	void Bind() const;
};


#endif